It was a very common technique once with combining multiple neighboring objects in a single, often non-square texture for a sake of having one shared distant LOD object in systems using hierarchical lods or lod grouping . Still works with that logic and good for mobile games for sure but AAA games moved toward UDIM…
#1. Stop hand painting your textures. Unless you are specifically working at a studio that requires it depending on art style, the majority of your time will be photo-sourcing. #2. Instead of making 1 single board texture, make a 1024x1024 or a 512x1024 texture and have something like 5 or 6 different board lengths on it.…
There we go! Looking good. I'd give this another pass, and try to refine some things. - Try and get the rotating tiles evenly sized and the bars on top evenly between them. - More height on those planks. & I think the center squares are also seperate wood tiles, so some depth/separation on those would also be good. Don't…
I was, and this serves as a reminder to keep at it. Lost site of them after the move, just found them, so now they're placed beside my monitor so I'm sure to remember. I take a men's multivitamin/multimineral, but I feel I don't need it if I'm eating properly. Just like I don't need calcium tablets because I don't drink…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Like what coots7 is saying, you could probably get away with a box that's chamfered once. Everything else would be from the high poly. If you could for the high poly, make a single plank (a long, thin box - chamfered, maybe a little bit of detail) and "assemble" the crate that way. You might get a better outcome then…
Lately I've been struggling a lot lately in making any unique/interesting designs or concepts. I have lots of reference art but I feel like it's only holding me back in terms of creativity, because I lean on it like a crutch and can't imagine anything I can't see in the form of reference art. I want to make something like…
First of all, mind telling us what brand are you? So that we can guide you accordingly. Jokes aside, it is funny how people use this "Brand new me as a 3d modeler" statement loosely, which they really shouldnt. If you have done 3d modeling and worked with some mod, like you stated, than you should have a rough idea about…
Those UVs are not good. They may work okay for painting directly on the surface in painter, but they'd be a nightmare to work with anywhere else. A good UV layout will be easy to parse on its own, should have a logical arrangement of shells based on material type and large rectangular pieces should be straight and axis…
To me as a gamer, gamedev reality looks unhinged :# Used to be you play a good game and think "Ooh, what a game! I hope devs have plans for a sequel". Then it turned into "I hope the game sold enough so they are allowed to make a sequel". Now it's "Wow, this game is one of the best experiences ever! ...I hope the studio…